I'm trying to create an effect where a force progressively interact with a fractured object.
To achieve that I do it this way :
- Sphere
- RBDmaterialfracture
- Assemble to create packed primitives
- Attribute wrangle :
float amp = chf('amplitude');
vector fadein = {0, 0, 0};
fadein = set(amp,0,0);
v@fadein = fadein; - RBDbulletsolver.
Inside that solver a Pop force. Everything works well when I keyframe the Force manually.
But when I create a VEX expression though :force = v@fadein ;
it doesn't actualise every frame but only take the value of the fadein vector at the first frame.
What am I missing ?
By the way is it the best way to achieve this effect ? Or a multisolver with Pop and bullet would be best ?
Thank you !
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